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Everything posted by Junnari
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Yeah, it's hard to modify the mesh without affecting the UV-maps, so if you're making the model low-poly, you'll pretty certainly need to remake the UV-map as well. It mostly depends just on what is the intended use of the model, if there's any benefit or loss from having the edges more rounded, and whether the benefits overcome the loss. For example, if you are making some simple assets for mobile game, you want to keep the polycount as low as possible, and even if you'd make them more detailed with rounded edges, this would be hardly noticed due the small resolution and screen. Another example is LOD (level of detail) models that are used to add more details in the distance. They work fairly simply: once the player is far enough, the default model is replaced with less detailed version that is lighter to render. However due the distance the difference isn't as apparent as the model is represented by lower amount of pixels, making details unrecognizable anyway. This can be used in tiers with the quality dropping in steps so that the difference between LOD and default models isn't as apparent. In the case with the box in the rear of the helmet, you can pretty safely round the edges as this shouldn't add too many polys, but makes it appear more detailed if previewed closer.
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Does anyone has a full list of music file names?
Junnari replied to BrianMaslanyRE7's topic in Fallout 4's Discussion
They can be found inside Sounds.ba2 in the Music directory and it's sub-directories. The .ba2 can be opened, examined and have its files extracted with http://www.nexusmods.com/fallout4/mods/78/?. To replace specific music clip, simply create folder named Music in the Data folder (and subfolder with corresponding name if you replace music that's inside sub-directory), insert the new files in there and replace their names with the name of the original file. The files seem to be in .xwm format so you might need some converter program to convert your files into correct format. -
You can adjust the camera position by adding a ZoomDataCameraOffsetZ (originally used to adjust the camera position between iron and reflex sights) as a property into a weapon mod and adding positive value or negative value to change the camera Z/vertical position. Same should also work for horizontal and depth adjustment by replacing the last letter with X (horizontal) or Y (depth), though I haven't tested those yet. You can also use ZoomDataFOVMult to adjust the zoom/field of view whilst aiming. Whilst this isn't the right way to do it as it is apparently controlled by aim model within the main .esm, this is one way to adjust the sights, and all it requires that your weapon has at least a single part/mod, which can be added if necessary. Screenshot of example setup from my Bow and Arrow mod: http://imgur.com/sm7FoNS
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The effect of using normal map instead of adding more polygons won't be the same as complex mesh will always give more realistic result, but it won't really look too much different yet is far more resource friendly to render in game. You can see the difference between low-poly mesh, subdivided high-poly mesh and low-poly mesh with 1k*1k normal map below: http://i.imgur.com/4V8na5Y.png Higher resolution images: http://i61.tinypic.com/2u6mb7d.jpg http://i61.tinypic.com/2c0jsz.png http://i59.tinypic.com/11bkroj.jpg The first and last ones have 650 polys, the middle one 123k. Apart from minor reduction in detail, the difference can be usually only seen in the edges of the mesh which cannot be smoothed with normal maps, but are slightly faded by anti-aliasing. Even as most of the vanilla headgear might be less complex than your helmet, they still are at completely different level in regards of the polycount. For example, if I'd combine the vanilla flight helmet and gas mask, the combination would have about 4500 triangles, which is about 65 times less than your helmet (assuming your polys were counted as quad) but with pretty much equal complexity. Although your helmet wouldn't be used by every NPC, it still would slow the game more than it likely would be worth for a single helmet. Having straight 90 degree edges isn't necessarily wrong, but in some cases you might want to add a edge loop or similar to have two 45 degree edges instead, especially if the object you are making has slightly rounded edges. The normal map doesn't affect the UV map as it's simply just a texture that tells the engine which direction the surface of the mesh is pointing, so you won't need to redo a UV-map to generate a normal map. Basically how you get a normal map is that you make two versions of the mesh, low-poly and high-poly (this can be easily done by simplifying high-poly model or by adding more details to low-poly). You then make UV-map for the low-poly, and bake the surface data of the high-poly model into the texture which is then used as normal map. The normal map can also be made by hand with Photoshop or similar by painting the parts which you want to appear higher and lower and then converting this into a normal map.
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I can't help with the unwrapping issue as I personally use Blender, but the polycount is quite high, especially if it's spent into tubing that could also be achieved with normal maps. I haven't yet worked on armor pieces, but most of the guns I've imported have been around 7-11k tris. If you want to see what kind of polys the armors use, simply extract some meshes and check their polycount in max, this should give you some idea on how much the vanilla meshes have polys.
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Are you planning on using the vanilla scopes on it, or will it have separate versions for those?
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I got similar offer from another user earlier today, so I should be okay with getting the models into the game now. Thanks for the offer though, I'll let you know if I need help. Skyrim and FO4 use different versions of the format, so they aren't directly interchangeable. Whilst it's possible to transfer meshes from Skyrim, you'd need to convert them to the .nif supported by FO4 first.
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How do I add a workbench to an existing cell
Junnari replied to gunslinger6792's topic in Fallout 4's Discussion
You can do that with console by typing player.placeatme c1aeb. This will spawn a workbench near you and marks the cell as settlement, though If I remember correctly you cannot manually move it without separate mod to allow that (may be incorrect). You may also need to enable god mode with console code "tgm" to be able to enter the workshop mode, and it might be possible only with the hotkey. This new "settlement" doesn't allow scrapping most if any objects, doesn't appear as new map location if placed outdoors and has some other limitations as well. Remember to make a backup save before playing around with this as you cannot reverse the effect. -
As far as I know, they plan to add importing possibility to nifskope, though it might take some time to see it due the differences in the FO4's nif format compared to earlier ones.
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http://imgur.com/a/Jd0JW There is a single knife weapon, which has a blade mod attached to it. However both the main weapon and the blade mod have own models designated to them (displayed in the images as 1 and 3), so if you only changed the mesh for the handle, the blade still remains and vice versa. To get rid of the blade, do this: Select the copied knife weapon Scroll downwards until you can see the mod attached to the knife in the parts section (displayed in the images as 2) Copy the FormID in the mod name, 0017650C in this case. Paste the ID into the FormID search bar and press enter, this will select the default blade mod. Clone the mod entity as new record into the esp. Remove the model component from the cloned mod (displayed in the images as 3) Copy the FormID/reference of the cloned mod, this should look something like mod_melee_Knife_NullB "No Upgrade" [OMOD:00000815] , and replace all the old mod references in the weapon parts section with the new mod's reference. The blade should no more display mesh for itself, however you can still replace the invisible blade with the original blades which still have the blade visible. If you want to prevent users from changing the blade, you'll need to replace the MNAM Keyword ma_Knife [KYWD:00187A0B] for the weapon and mod with a new keyword so that they will no longer be considered as Combat knife and its mod, but as different weapon.
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I know I could get it as either unlegit student license version, or as 30 day trial, but since the the former may result in unwanted ending that I don't see worth the benefit despite the minimal risk, and the latter would be only a temporary option and mostly just waste the most of it if I'd be using it mainly for converting models to .nif, I don't see either as plausible option. The collision for the bow itself isn't too critical at the moment as the negative effects of the bow lacking proper collision can be currently seen only by dropping it, which results in having it fall halfway inside ground, but this doesn't really affect the usability of it. Arrows may be more important, but I'm not yet certain whether their hit detection is based on collision or other means. Whilst the animations and the models are still at fairly poor level, the mod is mechanically working quite well with some issues that still aren't game breaking.
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The combat knife consists of two pieces, the blade and handle, which are set as separate meshes. This is so that the knife can be modified at workbench to serrated and stealth blade which require mesh swap. Based on what you said, I'd assume that you didn't modify the blade mod entity, just the weapon, which would leave the blade in place. Check the parts/combinations section below the keywords, you should find some lists with mod_CombatKnife... or similar editorID's. To hide the blade, you should only need to make a new copy of the blade mod into your esp, assign that in place of the original and remove the model component from the mod. This should result in the blade mesh not appearing anymore, whilst still leaving possibility to add mods to your saber.
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It works, though like you can see in the images, it's not visually too appealing. The mesh for the bow was made out of pool cues with nifskope, and frankly the arrows are just down-scaled pool cues as well. Yet with the tools I have access to I can't import any custom meshes, which limits the possibilities I have.
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http://www.nexusmods.com/fallout4/mods/8990/?
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Technically it's possible to add a weapon that fires projectiles at arc, but the issue is that you can't have it use custom animations, and due to 3ds max apparently being currently only tool that can convert meshes to usable .nif format, you'd need to have someone with max either make the model or at least convert it.
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Scoped Sights and Reflex sights on the same weapon request
Junnari replied to walshy71's topic in Fallout 4's Mod Ideas
I don't think that it's currently possible ( at least without extensive knowledge, skills and amount of work) to make a sights system like you described at the moment, but I made a few mods that add bit more variety to explosive weapons by adding 2 standalon grenade launching devices, and two mods for missile launcher: http://www.nexusmods.com/fallout4/mods/8640/? http://www.nexusmods.com/fallout4/mods/8733/? -
Or you could just disable the door object with console.
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Help/cooperation needed with standalone gun mod
Junnari replied to Junnari's topic in Fallout 4's Discussion
Fixed link, thanks for pointing that out. I'm planning on having it use diffuse, specular+reflection and normal map, which seems to be the most common way amongst the vanilla guns. It's possible, but I'll probably do them as separate retexture versions since it's far simpler than having multiple textures simultaneously available in the game. -
Help/cooperation needed with standalone gun mod
Junnari replied to Junnari's topic in Fallout 4's Discussion
Some progress with the mod: imgur.com/a/iZ8Ik Apart from final optimization, the models are now ready, and I've started working on the textures, which are still in quite early stage. The model has currently approximately 11k tris in standard form (will drop by ~30% after optimizing), and uses pair of 2k textures; one for the main parts, another for magazines and weapon mods. The material currently uses the specular/gloss map also as a placeholder normal map, so the lighter edges are shown incorrectly in the renders. I've also made some initial setups with FO4Edit using the Combat Rifle as a base. -
I'm currently working on a fictional battle rifle model. The model combines features mainly from Rk95, M39 EMR, bit of G3 and some other relatively modern rifles with the parts fitted so that it should be able to use the combat rifle animations without any major clipping or other issues. The model is done with Blender, and contains: 3 barrel variations,3 different muzzle attachments + silencer,3 different volumes of magazines (10, 20 and 30 rounds),Iron sights with folding front sight, reflex sight and scope,Collapsible stock (I might check if a fixed stock variant could be viably done).What do I need help with then? As far as I know, currently only (?) way to get new models into the game is to export them as .nif with 3ds max (to which I don't have access to), import them to nifskope and work some dark magics with some other programs I got no experience with. Thus whilst I can make the model and textures, I could really use someone who'd turn them into actual mod. Current state of the models: http://imgur.com/J7slSx8 http://imgur.com/wpsHHby Apart from assistance, opinions, suggestions, criticism etc. is also welcome.
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Looking nice!
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For some reason, if I remove the Data folder so that the Textures is the main folder inside the .rar, the NMM will give the following error whilst attempting to download the file: Server Unreachable: nxm://fallout4/mods/8312/files/31659 And yep, the folder is correctly named as Textures, starting to get bit tired trying to figure this out at 2 am ;)